I saw the overcrowded Games forum and thought "Me too!". This is not a role playing game with adventures and heroics, though. I'm no good at making stuff up. (Ok, there is a bit of a storyline in it now. Dunno how it happened.) I have tried to make a game that will be entertaining to play in, but won't require reading this forum every day until forever. It is mainly strategy style gameplay. It will not require any roleplaying (but if you want to roleplay, it might be more fun to read). Storywise, it won't matter much.Oh, and I know everyone likes pictures, so I have tried to make Paint images. Don't expect greatness. I might even switch to ASCII art if the images becomes a hassle for me.Now, on to the introduction.

Story:The Proudbanner Clan was a clan in turmoil. Until quite recently, it had been a prosperous clan, controlling a large part of the Bluebottle Forest. Its warcamp had been very adept at fighting adventurers, largely thanks to the clan's proud, well-trained warriors.But everything changed one day, when the barbaric Broadneck goblin clan was driven south by an elven army. The Broadnecks wandered right into Proudbanner territory, and after a fierce battle, the Proudbanner warcamp was utterly destroyed. The Broadnecks, still raging over the loss of their lands, marched on to the Proudbanner village. With the Chief slain in the warcamp along with every able warrior of the clan, Teller Farsighted stood alone in front of the Broadneck Chief. He fell to his knees, pleading for mercy for the old and the younglings. The large goblin just grinned, and let his two-handed axe fall. Teller Farsighted was cleaved in two.

The terms of peace were not favourable for the Proudbanners. All the strongest goblins in the village were slain. They had to move their village to the east, giving up control of both the berry-bush glades and the best fishing spots. They were also no longer allowed to have a warcamp, nor weapons or armour of any kind. This meant they could not hunt, and were forced to survive on roots and bugs. (It wasn't so terrible, most goblins liked bugs.) They were also forbidden to choose a new Chief and Teller, to keep them from organizing a revolt.

Two years have since passed. Luckily, there aren't many low-level adventurers in the area, and the higher levelled ones now focused on fighting the stronger Broadnecks. But since the clan members were proud at heart, unrest was on the rise, mainly among the adolescents.Only one of the old warriors remained. StandsHisGround had lost a leg to a wild boar a few years prior to the war, and had not been deemed able enough to be a threat by the ransacking goblins. He had promptly whacked the leader of the group with one of his crutches, but they had just laughed and left Stands alive. Today, Stands has gathered all discontent clan members in a clearing south of the village.

"Goblins of the Proudbanner Clan! I know many of you feel we have suffered enough under this occupation of our lands. I feel the same way. I have a plan for organizing a resistance, and one day take back what is ours. But it will require hard work, and in the end it will be dangerous for us all.""Back when I was a warrior, we used to practise by playing a team game. The object was to have your team retrieve a stick with a coloured rag from behind the other team. It may sound simple, but it helped improve speed and reflexes, physical strength as well as strategic thinking, teamwork and eye for combat. Now, none of you have ever had any warrior training, nor can I give you any now because of the rules of our oppressors. But I think they might not see what this game is really about. I am hoping that your skills will increase, so that one day you might rise up against our enemies and take back what's ours!"

"For those who are interested, I will now explain the rules. Listen up!"

Last edited by notimportant on Sat Nov 12, 2011 10:27 am, edited 45 times in total.

The game is Capture the Flag. The players are split in teams, working against each other to get the other team's flag. (Ok, everyone knows how that works.)

Character typesThere are three kinds of goblins, each with a corresponding feat; those with an affinity towards attacking, those with a more passive defensive stature and those who think things through before acting. Or in simpler terms:- Attacker. Gets +5% when attempting to dodge. Can sprint on opponents' half. (In combat, attackers have +1 attack instead.)- Defender. Gets +10% when Guarding or Tackling on own half. (In combat, defenders have +1 defense instead.)- Strategist. Gets more avaliable skills. Has a special move: Cheer. Cheering gives +5% bonus to a teammate one square away. Should that player win a tussle, the strategist gains 1 exp.

Game procedureEach player sends two moves by PM to the match referee for each turn. In some cases, a player might be allowed less or more than two moves, but that is explained below. All actions happen simultaneously, so there is no bonus for posting quickly. When there are conflicting moves, random die roll determines the order of turns or target of attacks unless the players specify.A team captain is chosen by each team. This player can send in "spare turns" for their teammates. One per turn of these may replaced a missed turn by a teammate.

Game terms- Tussle, pin, dodge A tussle is a physical battle between two players of opposing teams. The players either aim to pin the opponent, or dodge them. The tussle is resolved by our old friend, the d20. Both players have an equal chance (10 to 10) of coming out the winner, but as many different bonuses are applied, the odds change. Bonuses are addative and can cancel each other out. Example:Red Team Attacker Sprints forward on blue team's half, but a Blue Team Defender moves in the way and Guards. Blue Defender tries to pin, while Red Attacker tries to Dodge. Defenders get a 10% bonus to Guard on their own half, but Attackers get a 5% bonus while dodging. However, being caught while sprinting incurs a 10% penalty. Blue's bonus is 10%, while Red's net penalty is 5%. All in all, this means Blue gets a 15% bonus, meaning they win on 13 numbers versus Red's 7.In practise matches, the winner of a tussle wins 1 point for their team and 1 exp.If the winner was dodging, the winner may take the rest of their moves that turn. The loser is distracted for this turn, but can move normally again next turn.If the winner was trying to pin, the loser is distracted at the start of next turn, and must use their first move to get up. If a player is pinned on the opponents' half, they must instead use the first move to warp back to a square of their choice in the back row of their own half. (It's magic. Don't ask.)

Multiple targets: If more than one opponent is avaliable when a tussle starts, the opponents that are doing agressive actions (Guarding, landing a tackle) are targetted before passive actions (running, sprinting, moving part of tackle, cheering or standing around). If several targets have the same priority (like two guarders in the same square) the initiator gets to choose (random if they don't choose).Multiple attackers: If several players are attacking the same square, the order is decided by the attackers. In case they don't specify, they go in order of turn sent.

MovesYou make two moves each turn, with some exceptions. The basic moves are as follows:- Run. Move one square on the field. Diagonal running is not allowed. If caught in a tussle, the runner will try to dodge. A running player does not engage in a tussle with a running opponent player.- Sprint. (Full turn action) Allows 3 squares of movement. Hovever, sprinting makes it harder to stay alert, so a sprinting player suffers a -10% penalty if they should end up in a tussle. Furthermore, the player takes a -5% penalty to tussles on the next turn due to fatigue, and cannot sprint again for the next 2 turns.Players may only take the majority of a Sprint action on their own half (except for Attackers).- Guard Defend the square you are in. If an opponent enters your square this move, you engage them in a tussle, attempting to pin them. While Guarding, the player negates the opponent's Tackle bonus. However, standing around too long will make your legs stiff, so a player that takes multiple Guard actions in one square takes a cumulative -5% penalty for each Guard action after the first. This penalty is negated after the player moves to another square.- Tackle A tackle is one or two Run actions ending with an attempt to pin the opponent in the target square. The tackling player gets a +10% bonus per square moved in the resulting tussle. However, should there be no opponent at the end of the tackle, the player loses the rest of the turn, and suffers a -5% penalty on tussles next turn. Also, should the tackling player be engaged before they reach the target square, they suffer a -10% penalty in that tussle.When tackling a player that is moving away from the target square on the same turn as the tackle lands, the tackle hits if the target moves towards the tackler. It misses if the target moves straight away from the tackler. If the target moves sideways, there is a 50% chance the tackle hits.- Take the flag If a player is in the same square as the opponents' flag, they may pick it up as one standard move. You may not pick up your own flag.- Spacing out If a player doesn't send a turn and has left no notice, they are spacing out. While spacing out, player recieves a 10% penalty to tussles.Also, if you space out too much without having left a notice, you may be disallowed to join matches in the future.

Other things:- Carrying the flag While carrying the flag, the player cannot Guard or Tackle and does not gain bonuses from skills or feats that doesn't concern flag carrying. If the flag carrier loses a tussle and is pinned, the flag is dropped. If no teammates are left standing in the square, the flag returns to its starting position. (It's a magic flag.) The flag may be dropped as a free action.If the flag is carried back to your own half, the team gets 5 points! All players in the team that participated in the attack run (determined by referee) gets 3 exp.- Teammates in same square Apart from being a pain to draw for the referee, teammates in the same square all get a -5% penalty per extra player in the square due to limited mobility. This doesn't apply if the teammate is already pinned (or unconcious). - Scoring Points are awarded for bringing the flag back to your own half of the pitch. Points are also awarded for other game actions, since these are practise games. The match ends when the preset match target is reached (this might vary as I experiment with the settings).- 5 points for bringing the opponent's flag to your half.- 1 point for winning a tussle against an opponent.- 1 point for advancing all the way to the opponent's flag square. You have to return to your own half before you can score another point like this.- Experience In practise matches, players get:1xp for winning a tussle1xp for sending an opponent back to their back row3xp for participating in a successful flag capture1xp for each row into the opponents side they advance. The maximum row reached is reset when/if the opponent flag is successfully captured.1xp for being on the winning team.- "Camping" Sometimes, it might be strategically important to keep a player out of the action by attacking them repeatedly. In order to prevent this from being a way to gain exp and points, there are two restrictions.1: After a player wins a tussle against an opponent, one of them has to leave that square before the winner can get exp or team points for winning a tussle against that same opponent again.2: Winning a tussle against someone "standing up" after being pinned does not yield exp or team points.

notimportant wrote:Skills and ExperienceWhen you gain enough experience to gain a level, you can choose one level of a skill or feat. Skills are special moves you can do as an action or part of an action. Feats are permanent improvements to your character.Some skills and feats have class level prerequisites. Also, new skills and feats might become avaliable as the game progresses (or when I get a good idea).

Class levelsYou have one class level when you start, and gain another every 10th level. Each class level corresponds to a feat or skill, listed here. (You need to have the lower tiers to pick the higher tier for each class, naturally.)

Attacker 1: +5% to dodge, may sprint on opponents half. In combat, this is substituted for +1 ATK.Attacker 2 (Striker): +5% to dodge and tackle on the opponent's side. In combat, substituted for another +1 ATK. Defender 1: +10% to tackle and guard on own half. In combat, this is substituted for +1 DEF.Defender 2 (Protector): +5% in tussles against a flag carrier. In combat, substituted for another +1 DEF.Strategist 1: Skill: Cheer. Adds a 5% bonus to a teammate in an adjacent square for their current action.Strategist 2 (Tactician): Skill: Boost. Once per game. Boosts a teammate in cheer range to allow them to take an extra action that turn. In combat, the boost instead gives +1 HP to the target.

Feats- Improved dodging (5 levels). For each level, the player gains a 5% bonus when Dodging in a tussle.- Improved guarding (5 levels). For each level, the player gains a 5% bonus to tussles when Guarding.- Improved tackling (5 levels). For each level, the player's tackle bonus is increased by 5%.- Teamwork (3 levels). Each level reduces your penalty for being in the same square as a teammate by 5%.- Sprint awareness (3 levels). Each level reduces the penalty to tussles entered while sprinting by 5%. The third level allows your Nimble bonus to count while sprinting.- Banner bearer (ATT 1 or STG 1, 5 levels). Each level allows 5% of total bonus from other skills/feats while carrying the flag.- Banner guardian (DEF 1, 2 levels). Allows you to Guard (Lv1) and Tackle (Lv2) while carrying the flag.- Nimble (ATT 1, 3 levels). Use your speed to gain a +10% to dodge against stationary (guarding) opponents when you are moving. Bonus doesn't apply while sprinting.- Sprint endurance (ATT 1, 2 levels). First level removes the penalty on the turn after sprinting. Second level reduces the "cooldown" on Sprint to one turn.- Tackle stamina (DEF 1, 2 levels). First level removes the penalty on the round after missing a tackle. Second level removes the penalty for being caught in a tussle on the moving part of a tackle.- Cheer effectiveness (STG 1, 3 levels). Each level increases the bonus for Cheering by 5%.- Cheer range (STG 1, 3 levels). Increases the range of Cheering. Target has to be in the squares indicated by T, when the cheerer is at C:

- Cheer stacking (STG 1, 3 levels). Each level allows 5% of the player's Cheering bonus to stack with other strategist's Cheering bonus on the target, if ALL strategists have it.- Lasting Cheer duration (STG 2, 2 levels). Each level adds one action's worth of duration to the Lasting Cheer skill.- Extra Boosts (STG 2, 4 levels). Each level allows another use of the Boost skill per game.- Improved Reflexes (ATT 2, 1 level). This feat allows the bonus from Nimble to count even if the player is standing still.

Skills- Read opponent (STG, 5 levels). This skill lets the user condition their move to the move of one opponent. Each level allows one use of the skill per match. When using it, the player must send one default move, followed by alternative moves conditioned on the actions of one opponent.- Dash (ATT 2, 5 levels). This skill lets the user sprint 4 squares instead of 3. Each level allows one use of the skill per match. When used, it adds one turn to sprint cooldown, 5% to the penalty if caught sprinting and 5% to the fatigue penalty on the following turn.- Debuff (ATT 1 + STG 1, 5 levels). Use Debuff on an opponent in cheer range to give them a penalty equal to your cheer power for the current action. (It's like a negative cheer.) Each level allows one use of the skill per match.- Sprint tackle (ATT 1 + DEF 1, 5 levels). This skill allows the user to tackle while sprinting. Each level allows one use of the skill per match. Note that both sprint penalties and tackle penalties apply.- Lasting Cheer (STG 2, 5 levels). Allows the user to perform a cheer at half efficiency that gives the target a bonus for two actions. Each level allows one use of the skill per match.- Bunker (DEF 1 + STG 1, 5 levels). Adds the user's Improved Guard bonus to all (guarding) teammates inside cheer range. Each level allows one use of the skill per match.- Last Stand (DEF 2, 5 levels). The user will Guard in the square with an extra +25% bonus, and keep guarding until pinned (or there are no opponents left standing in the square). The user is unable to act on the following turn. Each level allows one use of the skill per match. (In combat, user will only attack each enemy in the square once.)

Badges and AchievementsDoesn't have any effect on your character, but can be viewed in the player list. Badges are unique and can only be won by the first goblin that meets the requirement. Achievements are more of the accumulative kind, and are awarded to all that meets the requirements.What requirements? Well, if I told you, there'd be no fun, would it?

notimportant wrote:CombatActual battles in Capture The Flag are conducted with mainly the same mechanics as the practise games. Some things are slightly different.- All combatants have hit points (HP), attack (ATT) and defense (DEF). Goblins start off with 5 HP, 1 ATT and 1 DEF (in accordance with Lonestarian Standard for Goblin Games). Since there are no "halves" of the field, Attacker and Defender feats are not used, and instead replaced by a +1 ATT (for Attackers) and a +1 DEF (for Defenders).- Tackling is generally referred to as "Charging" in descriptory text, since is sounds silly to have armed warriors tackle one another instead of using their fancy weapons (if any).- Conflicts in opposing moves that are usually resolved by court side advantage are instead decided by random chance. (Example: moving sideways away from a tackle.)- When taking an action that would normally aim to "pin" (i.e. guarding or tackling), you instead conduct an attack against the target. You have to pass the roll (using the same bonus/penalty system as a tussle in a practise game) to land your attack. However, failure to pass the roll doesn't mean the opponent hits you. They have to roll a separate attack roll for that (if they also took a "pinning" action).- When an attack lands, the attacker deals his ATT total as damage to the target's HP. However, the target gets to make a "defense roll" to reduce damage. The defense roll is a random number ranging from 0 to the target's DEF total. Should some damage be blocked by the DEF roll, the target's DEF is reduced by the amount of damage blocked for the remainder of the turn.(Example of the defense roll: A creature with 4 DEF is attacked and hit by something with 2 ATT. The defense roll, random from 0 to 4, ends up a 3. This means the 2 damage is completely blocked, but the creature's DEF is effectively 2 for the rest of the turn. Should the creature be attacked again by something with ATT 3, it will get a defense roll from 0 to 2 to reduce the damage taken from that attack.)- When a character's HP is reduced to 0, they become disabled, and cannot take actions. They can still be interacted with by other combatants, and should they be further damaged, the character dies and is removed from the game. (Players may start over with a new character, of course.)- When a character takes damage, there is a chance they are stunned and lose the rest of their actions that turn. The chance is proportional to the damage taken relative the HP maximum. (Example: A goblin takes 2 damage, with HP max of 5. The stun chance is 2 in 5.) If a character takes damage from a charge (=tackle), they always get stunned.- If a character takes damage but isn't stunned, they get to continue with their actions for that turn.- A character can still take actions after making an attack (provided they weren't stunned), but only one attack action per turn is allowed. (i.e. you can move after attacking, but you can't tackle or guard.)

Weapons and equipment:There are items that boost your stats and/or skills in combat. (Stands won't let you wear them in practise games.) A goblin can only wear or carry so much without getting encumbered, though. Being encumbered is the same as carrying a flag in a practise game; it impedes your movement and makes you unable to fight properly. The carrying capacity can be improved, generally through feats focused on carrying.(I realize the limit may be somewhat arbitrary at times. I mean, in the first mission, goblins were encumbered by berries!)

Range weapons/combat:The system for ranged attack (such as throwing or projectile weapons) is slightly different. First of all, attacks are aimed directly at a character, as opposed to melee attacks which are aimed at a square. Each range weapon has a "range", which is the maximum square distance the attack can be made at. (For throwing, the default is 2 squares.) An automatic penalty is added to the attack roll for the distance of the attack multiplied by 10% (for untrained attackers) or 5% (for trained attackers).Also, the projectile has a chance/risk of hitting other targets in its path. The probability of this occuring is 5% (for small targets), 10% (for medium targets) or 20% (for large targets). Anything passing through or occupying a square that lies in a straight line between the attacker and the target is considered in the line of fire, as are things on the same line behind the target if it misses.

Last edited by notimportant on Tue Aug 09, 2011 9:18 am, edited 17 times in total.

"So what do you say? Are there any goblins here that want to try this?"SignupsTo sign up, reply with a name, a character type and a colour. The background colour will show in the image below, so please try to pick one that will be visible. Picking the same colour as someone else is fine, I have a way around that (the shirts that are avaliable at trainee level). You won't be playing by just signing up, however.To play, you need to join in matches as they become avaliable. I'll try to have new matches up at regular intervals.

Player list

---------------------------------------------------------------------------------------------------Bomb-Diggety, Lv9 Trainee AttackerPlayer: knucklekraken ~ Colour: #FF0000 ~ Shirt colour: #000000 ~ Exp: 52/61 ~ Games: 2/5 ~ Missions: 2/2Feats: Improved Dodge 3, Nimble 2, Banner Bearer 2, Sprint Awareness 1Badges: For successfully dodging in a tussle three times in the same game (Game #7) For being pinned once by each opponent in a 5-on-5 match (Game #7) Voted MVP in Practise Game #9.Achievements: First Kill: Defeated an opponent in a mission (Mission #3) Practise Makes Perfect: Played in five practise games (1, 4, 5, 7, 9)Missions:Currently not in any game or mission

---------------------------------------------------------------------------------------------------CheersAtWrongPlaces, Lv9 Trainee StrategistPlayer: Kide ~ Colour: #BF00BF ~ Shirt colour: #00FFFF ~ Exp: 56/61 ~ Games: 1/5 ~ Missions: 2/3Feats: Cheer effect 3, Cheer Range 3, Improved Dodge 1Skills: Read Opponent 1Badges: For cheering for a teammate without them winning a tussle three times in one game (Game #1) For being pinned once by each opponent in a 3-on-3 match (Game #2) For cheering for teammates without them winning a tussle twenty times in the same game (Game #7) For cheering for teammates without them winning a tussle eight times in the same game (Game #10) Voted MVP in Practise Game #7. Voted MVP in Practise Game #10. (Shared with Runs-into-hard-surfaces)Achievements: Purple Heart: Was disabled in a mission and survived (Mission #3) Practise Makes Perfect: Played in five practise games (1, 2, 7, 9, 10)Missions:Currently not in any game or mission

---------------------------------------------------------------------------------------------------HasThickHead, Lv10 Initiate ProtectorPlayer: Donnigan ~ Colour: #004000 ~ Shirt colour: #FF8000 ~ Exp: 68/70 ~ Games: 3/4 ~ Missions: 2/2 ~ Boar runs: 0/1Improved Guard 2, Improved Tackle 2, Tackle Stamina 2, Banner Guardian 2Badges: For being tackled 3 times in one game (Game #1) For pinning ten opponents in one game (Game #7) For pinning each opponent once in a 5-on-5 game (Game #7) For pinning each opponent twice in a 5-on-5 game (Game #7)Achievements: Purple Heart: Was disabled in a mission and survived (Mission #4)Missions:Boar run awards: For grabbing 3 pigsFor being tackled by two pigsCurrently not in any game or mission

---------------------------------------------------------------------------------------------------Rock Smasher, Lv9 Trainee StrategistPlayer: lokthar ~ Colour: #808000 ~ Shirt colour: #00BFFF ~ Exp: 53/61 ~ Games: 4/6 ~ Missions: 1/1Feats: Cheer Range 3, Cheer Effect 3, Cheer Stacking 2Badges: For helping a teammate win a tussle by cheering for them five times in the same game (Game #7)Achievements: Practise Makes Perfect: Played in five practise games (1, 3, 4, 6, 7)Missions:Currently not in any game or mission

---------------------------------------------------------------------------------------------------Nobody Cares, Lv2 DefenderPlayer: RandomMerc ~ Colour: #800000 ~ Exp: 8/10 ~ Games: 1/2Feats: Improved Guard 1Badges: For winning three tussles in one game without losing (Practise Game #1)Currently not in any game or mission

---------------------------------------------------------------------------------------------------Tries-too-hard, Lv8 Trainee StrategistPlayer: Experiment ~ Colour: #0000FF ~ Shirt colour: #FF0000 ~ Exp: 48/52 ~ Games: 3/4 ~ Missions: 2/3Feats: Cheer Range 2, Cheer effect 3Skills: Read Opponent 1May pick one skill or featBadges: For having a tussle with the same opponent five times in one game (Game #2, Red Alert) For breaking up two flag runs in one game (Game #5) For being the first to use the Read Opponent skill (Game #8)Achievements: Give A Whistle: Refereed a game (Practise Game #6)Missions:Currently not in any game or mission

---------------------------------------------------------------------------------------------------Red Alert, Lv11 Initiate Attacker/DefenderPlayer: kelten ~ Colour: #FF0000 ~ Exp: 77/80 ~ Games: 3/5 ~ Missions: 3/3Feats: Improved Guard 4, Improved Tackle 1, Tackle Stamina 1, Banner Guardian 2, Banner Bearer 1Badges: For pinning 5 opponents in one game (Game #2) For having a tussle with the same opponent five times in one game (Game #2, Tries-too-hard) For pinning each opponent once in a 3-on-3 game (Game #2) For pinning the same opponent three times in the same game (Game #3, RunsWithFoxes) Voted MVP in Practise Game #2. For being the first to reach Tier 2 (level 10).Achievements: First Kill: For defeating an opponent in a mission (Mission #5) Sideline Superstar: For acting as a substitute on three different occasions. Practise Makes Perfect: Played in five practise games (2, 3, 6, 8, 9) Head of the Herd: For refereeing a Boar Run (Boar Run #1)Missions:Currently not in any game or mission

---------------------------------------------------------------------------------------------------BreakerofBones, Lv5 Trainee AttackerPlayer: WanderingFelyne ~ Colour: #804080~ Exp: 22/29 ~ Games: 1/3 ~ Missions: 0/1Feats: Sprint Endurance 2May pick two skills or featsBadges: For winning one tussle with 25% chance or less (Game #2) For successfully tackling down an opponent three times in one game (Game #2) For winning a tussle while spacing out (Game #7)Currently not in any game or mission

---------------------------------------------------------------------------------------------------Freakin-Unbeatable, Lv1 DefenderPlayer: The kool ~ Colour: #0080FF ~ Exp: 1/5 ~ Games: 0/1Badges: For being tackled five times in the same game (Practise Game #4)Currently not in any game or mission

---------------------------------------------------------------------------------------------------Reads Minds, Lv9 Trainee StrategistPlayer: ArcticTornado ~ Colour: #000040 ~ Exp: 55/61 ~ Games: 1/2 ~ Boar runs: 1/1Feats: Cheer Range 3, Cheer Effect 3Skills: Read Opponent 2Badges: For winning a tussle with 5% chance (Practise Game #10) For winning two tussles with 25% chance or less in the same game (Practise Game #10)Boar run awards: For being tackled by two pigs (Boar Run #1)Currently not in any game or mission

---------------------------------------------------------------------------------------------------Nose-In-A-Book, Lv8 Trainee StrategistPlayer: ReadsVoraciously ~ Colour: #40BFFF ~ Exp: 44/52 ~ Games: 2/2 ~ Boar runs: 0+1/2Feats: Cheer Range 3, Cheer Effect 3, Improved Dodge 1Badges: For being part of two successful flag runs in one game (Practise Game #10) Voted MVP in Practise Game #8.Boar run awards: For retrieving the glasses and being hit by two pigs! (Boar Run #1)Currently not in any game or mission

---------------------------------------------------------------------------------------------------Lives In The Forest, Lv5 Trainee AttackerPlayer: madmartin26 ~ Colour: #008000 ~ Shirt colour: #804000 ~ Exp: 23/29 ~ Games: 1/1 ~ Boar runs: 0+1/1Feats: Improved Dodge 1, Improved Tackle 2, Banner Bearer 1Badges: Special badge for gaining 5xp in the first turn of the first game, through a combination of luck and circumstances. (Practise Game #10) Currently not in any game or mission

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------NPCs:StandsHisGround, Lv?? DefenderAged goblin who was a warrior in the clan until he lost a leg to wild boars. Was spared from the slaughter of all warriors, and is now trying to train new warriors in order to restore the clan's honour.- Participated in Mission #3

EquipmentProudbanner goblins are not allowed any weapons or armour, according to the surrender terms of the Broadneck war. Still, this is the gear currently in the clan stores (hidden in a hollow tree outside camp, and avaliable in missions)

The old goblin looks around. "What? Not one of you are interested? I thought you were all full of piss and vinegar!"One on the listeners breaks out of the torpor the long rules lecture had put them all into. "Sorry, Stands... it was just... so many rules! We thought we were gonna fight.""What?! Bah! You young whippersnappers have no patience. But I guess it was a bit lengthy... hmm...""Ok, gather round. I will give you an example of how the game is played." The old goblin draws pictures in the dirt on the ground with his crutch."This is a three-on-three ten point match. Blue team consist of Navy and Bluegreen, both Attackers, and Steel, Defender. In the red team, we have Blood, a Defender, Orange the Strategist and Pinky, Attacker.

First turn is pretty uneventful. Navy and BG both double-move forward, while Steel moves in and Guards by the flag. Orange also moves twice, as does Blood but into a more defensive position. Pinky is a bit reckless and decides to Sprint, moving three spaces.

First half of turn 2, and the action starts. BG decides to Tackle Pinky, since he has sprinted into enemy territory. This was a pretty obvious move, so red team was prepared. Pinky Guards, and Orange uses Cheer to assist him. This makes the resulting tussle an even battle, and Pinky comes out on top, winning one point for Red Team, and 1xp for himself. Orange also gets 1xp for cheering.Meanwhile, Navy continues forward. Blood assumes he will continue on, and moves to intercept.Steel defends the flag.(NOTE: Orange would not be allowed to cheer for Pinky here as a Lv1 Strategist. But there is a feat avaliable later that increases the range of the Cheer skill.)

Second half of turn 2. BG is down after the tussle and can't act. This leaves Pinky and Orange unchallenged as they move forward. Steel stands his ground at the flag, ready to take on them both!At the other end, Navy gets one up on Blood as he has anticipated her defensive maneuver, and moves into the middle with the second move. Blood stands ground in vain.(NOTE: Rule was changed so you cannot move after pinning an opponent. Pinky got away with it here.)

---more to come--

Last edited by notimportant on Sat Feb 19, 2011 7:21 pm, edited 3 times in total.

First part of the third turn. Score is 0-1.Pinky and Orange moves on towards the blue flag, vehemently guarded by Steel. BG gets up since it's a new turn.Navy had a clear route to the red flag, but anticipated Blood moving in to defend it, and chose to Sprint around the middle area. Clever move!

But Blood anticipated it, and her tackle was aimed at the far side! The bonus from a long tackle combined with the penalty Navy got from sprinting makes this a very one-sided tussle. Blood gains 1xp and one point for her team.On the other side, Pinky moves into the flag square, cheered on by Orange. Steel has been waiting for this. Waiting too long, as he gets a penalty to Guard since he has been doing it for a while. This gives Pinky a slight edge, and he manages to avoid the defender, winning another point for Red Team. 1xp to both Pinky and the cheering Orange.

First part of turn 4. Score 0-3.While Steel gets up after losing the tussle, Pinky picks up the blue flag! Navy respawns on the back row, but couldn't go into the flag square since an opponent was there.BG decides to tackle Orange to end the annoying cheering, but Orange is ready and stands her ground. BG is again unlucky in the even tussle, and Orange gets another 1xp and a point for Red Team.Blood moves into middle ground.

Steel is up and Guards to stop Pinky, but he now has two full turns* of only Guarding hampering his chances. Orange's cheering tips the tussle in favour of Red Team, and Pinky avoids. However, there are no points awarded since no player moved from the square since the last tussle there.Navy moves up, hoping to intercept nect turn. Blood moves up as well since there isn't much defending to be done over there.(NOTE: Again, Orange would no longer have been able to Cheer after pinning an opponent on the same turn. Blue team is very annoyed with the ref at this point. The penalty for guarding without moving has been altered since this demonstration, Steel would have accumulated a very crippling penalty with the new rule.)

Turn 5. Score 0-4.With both Steel and BG recovering from lost tussles, Navy is Blue Team's last hope. He Tackles towards the flagbearer, but Orange is Guarding in the square, and is made the target. Navy manages to win the tussle (both suffered penalties for having teammates in the same square), but Orange's valiant effort had the intended result: Pinky is free to sprint with the flag towards their own half. Navy gets 1xp and a blue point as consolation.Red moves up to cover the last part of the rush.

BG makes a last ditch tackle, but it's too late: Pinky sprints across the center line. To make matters worse, BG once again gets his tackle intercepted, this time by Blood. Navy couldn't move since a tackle ends the turn, and Steel is much too late.Red team gets 5 points for the successful flag retrieval, and Pinky and Orange gets 1xp each for contributing. Blood does not get any bonus xp, since their last tussle didn't affect the attack run (Pinky would have escaped the tackle by moving in the opposite direction). Red does get 1xp and one team point for thwarting BG though, making the score 1-10 and ending the match.

Last edited by notimportant on Wed Mar 23, 2011 5:31 am, edited 3 times in total.

Here are stats for a player race I created, compatible with 3.5 D&D. Please steal.

SPOILERS:Tasty People+2 Charisma: Tasty People have strong natural pheromones.-2 Wisdom: Tasty People have a racial predisposition for making bad decisions.When faced with an encounter involving a predatory creature, a Tasty Person must make a Charisma Check. If the DC (15) is met, the creature will attack the Tasty Person to the exclusion of other targets who are not also Tasty People who have met this DC. The DC should be modified for monsters with a strong sense of smell, I leave this to your discretion as a DM. The monster is not forced to attack the Tasty Person if doing so would cause it to take an attack of opportunity.A Tasty Person's starting class should be treated as his favored class.

I think part of the problem is there's a lot of rules, but not a lot of it is explained. What does exp do, what are skills that are mentioned under strategist, and why make the inactivity system so complex?

I was gonna explain exp and skills after the first battle, since I didn't want to add even more into the wall of text.Short answer for now: There will be skills, some class-specific, and you'll get them after you get some xp.

Also, the inactivity system is complex to poke fun at myself. In reality, it means you shouldn't miss turns, since you get penalties and might get booted from the game if you keep doing it.Don't worry though, I'm hoping the system will make for pretty short battles, and you don't have to enter every one. That way you won't wreck the game if you get a busy week sometime. Also, I'm cool with allowing a teammate to cover for you if you get urgent business while in a game, as long as you let me know.

Hey, I know that guy! Was wondering where he went.That's ok, PSy (By the way, sorry for killing you in the last round of SK... I put in an extra clue, calling you Tiger instead of Tig.)

Ok, I think I can announce the first match now.

As goblins step up and volunteer for StandsHisGround's training, the old goblin gives a crooked smile."I knew you'd get there in the end. Ok, first six to raise their hands gets to play in the first match. I'll referee it and explain to the watchers."

PRACTISE GAME #1- 3 on 3Referee: notimportant (No, the referee is important, I meant I am the ref!)Win conditions: First team to 10 pointsParticipants: First 6 to raise their hands. (Will enter those that joined prior, if any of you want out, tell me.)Bomb-DiggetyCheersAtWrongPlacesSpeaksWithALispHasThickHeadRock SmasherNobody Cares

Last edited by notimportant on Thu Feb 17, 2011 4:19 am, edited 3 times in total.

Here are stats for a player race I created, compatible with 3.5 D&D. Please steal.

SPOILERS:Tasty People+2 Charisma: Tasty People have strong natural pheromones.-2 Wisdom: Tasty People have a racial predisposition for making bad decisions.When faced with an encounter involving a predatory creature, a Tasty Person must make a Charisma Check. If the DC (15) is met, the creature will attack the Tasty Person to the exclusion of other targets who are not also Tasty People who have met this DC. The DC should be modified for monsters with a strong sense of smell, I leave this to your discretion as a DM. The monster is not forced to attack the Tasty Person if doing so would cause it to take an attack of opportunity.A Tasty Person's starting class should be treated as his favored class.